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[Lvl 22] - Grasp of the Mantled Citadel.pdf

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Venomous TreeLevel 24 BlasterTrap XP 6,050The branches <strong>of</strong> <strong>the</strong> twisted trees wri<strong>the</strong> menacingly in <strong>the</strong> stillair. A cloud <strong>of</strong> green and white energy forms above <strong>the</strong> treesbefore hurtling downward.Trap: One or more living creatures beyond <strong>the</strong> bounds <strong>of</strong><strong>the</strong> teleportation circle on <strong>the</strong> knoll awaken <strong>the</strong> twistedspirit <strong>of</strong> <strong>the</strong> trees. Fell energies coil about <strong>the</strong> trees. When<strong>the</strong> trees awake, each contributes a strand <strong>of</strong> energy to awrithing mass <strong>of</strong> green and white energy forming above<strong>the</strong> trees which <strong>the</strong>n lances downward to strike <strong>the</strong> visiblecharacter far<strong>the</strong>st away from <strong>the</strong> teleportation circle.PerceptionDC 28: The character notices <strong>the</strong> tree branches stir slightlyalthough <strong>the</strong> air is still.DC 32: The character spots motes <strong>of</strong> green and white energycoiling around <strong>the</strong> trees’ branches.Initiative +8TriggerWhen a living creature exits <strong>the</strong> teleportation circle oro<strong>the</strong>rwise reaches <strong>the</strong> top <strong>of</strong> <strong>the</strong> knoll.AttackStandard Action Ranged 8Targets: One creatureAttack: +27 vs. WillHit: 4d6 + 8 poison damage and target weakened (save ends).CountermeasuresThe trap is disabled when all <strong>the</strong> trees are destroyed or <strong>the</strong>irconnection to <strong>the</strong> energy cloud is severed. An adjacentcharacter can sever a tree’s connection to <strong>the</strong> cloud with aDC 35 Thievery check or a DC 32 Arcana check. A charactercan attack a tree (AC 32, o<strong>the</strong>r defenses 28; hp 90).Once enemies appear, <strong>the</strong> blackroot treant uses entanglingroots to restrain targets before crushing intruderswith slam attacks. It attacks fire-wielding enemiesabove all o<strong>the</strong>rs and positions itself so that as manyenemies as possible suffer its blackroot aura.The blackstar knights move around <strong>the</strong> battlefieldusing no escape to keep <strong>the</strong>ir foes <strong>of</strong>f balance. Theyuse <strong>the</strong>ir greatsword to mark a target, following up thisattack with deathsword.Once bloodied, a blackstar knight moves close to<strong>the</strong> treant to benefit from its blackroot aura.Illumination: Bright light. Pale, wan light seepsdown through <strong>the</strong> clouds above.Steep Cliff: Steep cliffs make up three <strong>of</strong> <strong>the</strong>knoll’s sides. The cliffs are 20 feet high, so charactersfalling down <strong>the</strong>m take 2d10 falling damage.Characters can scale <strong>the</strong> cliffs with a DC 16 Athleticscheck.Teleportation Circle: The teleportation circle iscarved and burned into <strong>the</strong> rock <strong>of</strong> <strong>the</strong> knoll. It allowsentry to and exit from this forsaken place.Dense Woods: The Forest <strong>of</strong> Twisted Souls surrounds<strong>the</strong> knoll. Movement among <strong>the</strong> trees is slow;treat any square within <strong>the</strong> tree line as difficultterrain.Writhing Roots: Thick, gnarled roots thrust from<strong>the</strong> forest floor to trip <strong>the</strong> unwary. When a characterenters a square containing writhing roots, <strong>the</strong> rootsimmediately make a melee attack: +<strong>22</strong> vs. Reflex; ahit knocks <strong>the</strong> character prone unless <strong>the</strong> charactersucceeds at a DC 24 Acrobatics check.Skeletal Trees: The three trees atop <strong>the</strong> knoll arepart <strong>of</strong> <strong>the</strong> Venomous Tree trap. Refer to <strong>the</strong> VenomousTree stat block for more information.Once <strong>the</strong> PCs have defeated <strong>the</strong> knoll’s guardians,<strong>the</strong>y can look around and get <strong>the</strong>ir bearings. Clearlyvisible in <strong>the</strong> distance is ano<strong>the</strong>r rocky knoll. Atopthat knoll, a huge outcropping <strong>of</strong> black rock risesup almost to <strong>the</strong> low, dark clouds. Between <strong>the</strong> twoknolls stands <strong>the</strong> warped, skeletal boughs <strong>of</strong> <strong>the</strong>Forest <strong>of</strong> Twisted Souls.If <strong>the</strong> heroes wish, <strong>the</strong>y can take an extended restatop this knoll without fear <strong>of</strong> wandering monsters.When <strong>the</strong> characters descend <strong>the</strong> knoll, proceed toEncounter F2.Several ritual fragments borne on <strong>the</strong> wind swirlthrough <strong>the</strong> area where this encounter takes place.The combatants can make use <strong>of</strong> <strong>the</strong>se ritual fragmentsusing <strong>the</strong> rules presented in Ritual Fragmentson page 57.Affect Normal Fires Fragment (Arcana or Nature):Wisps <strong>of</strong> smoke coil about <strong>the</strong> tree and <strong>the</strong> stench <strong>of</strong>burning hangs thickly in <strong>the</strong> air.A character can attempt to activate this fragment inan encounter only after a combatant has utilized apower or attack with <strong>the</strong> Fire keyword.A character making a successful check can manipulatemundane and magical flames to augment hisattacks. A successful check wrea<strong>the</strong>s <strong>the</strong> character’sweapon or implement with flames which add 2d6fire damage to attacks made before <strong>the</strong> end <strong>of</strong> hisnext turn.Snare Fragment (Nature): A swirling cloud <strong>of</strong> smallsticks, bits <strong>of</strong> moss, and so on tumbles across <strong>the</strong> ground.A barbarian, druid, shaman, or warden gains a +2bonus to checks made to activate this ritual fragment.A character activating this fragment causes <strong>the</strong> rootsin one square to burst from <strong>the</strong> ground and try toentangle a foe in that square. The roots make anattack equal to <strong>the</strong> character’s level + 4 vs. Reflex. Ona hit, <strong>the</strong> target is immobilized until <strong>the</strong> end <strong>of</strong> <strong>the</strong>character’s next turn, when <strong>the</strong> roots burrow backinto <strong>the</strong> ground.October 2009 | DUNGEON 171

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